Overpowered to Unplayable: The Fall of Chamber

322,845
0
Published 2023-05-10
Valorant: Overpowered to Unplayable: The Fall of Chamber

PEEP THE TWITCH! ➡️ www.twitch.tv/Dittozkul
JOIN THE DISCORD! ➡️ discord.gg/mDfbamrPHp
FOLLOW THE TWITTER! ➡️ twitter.com/Dittozkul

The Brutal Rise & Fall of Chamber
The Brutal Rise & Fall of Chamber in VALORANT

Valorant Funny & Epic Moments Montage / Highlight / News /
#VALORANT
#ValorantMoments
#ValorantHighlights

✔ Valorant Video Credits:
● Published By: Omar (Dittozkul / Dittoz)

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
➥ DISCLAIMER: Every clip used in this video that was not recorded ourselves, we obtained permission for, and is also considered fair use, and we provide source & credit for all footage - you can find the links to all original sources & music in the rest of the description. If someone submitted a clip on your behalf pretending to have rights to it, please send us a message or email!
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

All Comments (21)
  • @ScourgeBliss
    The thing I think people forget about chamber is aside from his TP’s you need to aim to actually be effective with him. I dont think his head hunter bullets should be as expensive as they are and honesty his trip range is so shit now that it often feels like you have to put yourself in awkward positions to get anything done.
  • @forbidden_yk
    The perfect video for OG chamber mainssss ☠️☠️☠️
  • What I think should be changed: > When TP gets destroyed, the cooldown should be 40 seconds, not completely gone. > Lower the noise of his trip and increase the range > Give him back two trips These 3 changes would make him an actual sentinel.
  • @Acidthoth
    If chamber was released like this today no one would think he's bad. The only reason everyone think he's bad is because everyone keeps comparing him to his unnerfed version. He still has a trip, he still has his headhunters which are a good secondary, he still has an instant getaway, and he still have his free operator
  • Originally, I was a chamber main as an newbie because I wasn't a fan of the abilities like flashes, smokes, and movements, so I picked a charcter that was essentially in my eyes, a gunman. In addition, it was one of my first FPS games, so I was shit, and needed a playstyle that would suit me, flank, silently kill, retreat, and that kinda worked with me. When the nerf hit, I was devestaed by the teleport one especially since my rotation speed, and exit length was cut down by miles. Anyways, shit actually made have to get good at the game
  • Proud that I WAS a chamber main, IS a chamber main and WILL always be a chamber main. No nerfs can defeat this agent, you just need to adjust with the new structure and believe me it still hold that power!
  • @nightmarixowo
    when an agent is dominant in valorant, it is almost hard to have fun. reminds me of the time where astra was SO dominant then she dropped from an S to D tier agent and the same happened to chamber. Love these informative vids though! keep up the great work!!
  • As an original chamber main (i started maining him AFTER the nerf and got to play him ONCE before the nerf), I can prominently say that the nerf had indeed hit him like a truck and there are only a handful of people who really REALLY main him after it. Overall, he needs a buff, maybe a second tripwire or greater distance for the rendevous would be a good idea. Amazing video too, Thank you for speaking of such a grieving tale in a fun and intellectual manner.
  • @AquaficMC
    i think chamber is an alright pick, the only thing i dont like is that his trip seems extremely underpowered, the short range often means that when placing your chamber trip on flank, you have to stay fairly close to it and cant get far enough to execute site with your team without opening up a pretty big window for flankers to progress, it also has the obvious side effect of chamber having to play off site on most rounds or face the consequences of there always being a possible flank, which is somethjing you shouldnt have to worry about on a sentinel. every other part of his kit is malleable but balanced. so i think a small buff to the trip where the range allows you to play on site with your teammates without having to worry about flank would be good. however they shouldnt overdo it in a way that allows you to lurk wherever you want on the map while still covering flank. this change could also shift him into a bit more team play because he wouldnt be able to lurk every round.
  • @dragos0902
    2:35 here I would agree that Astra was really dominant in pro play for 1 year before her huge nerf
  • I would add back his second tripwire and maybe a little adjustment to the ult time recover between shoots
  • @AdanaliEmir
    hes playable again finally (watching this video 11 months after 💀💀)
  • @XtremeJinx
    What i think is, this game relies on abilities NOT just aim. This is not CSGO. If a player has an insane aim especially with operator that doesn't mean chamber does not need buff. He definitely does. His ultimate now technically means +4750$ to chamber and in many cases the wallbang is not even doing 150 anymore. His pistol gun is fine and doesn't need buff. The teleport needs slightly range increase as it is important in some maps. The trap definitely needs buff. It should explode and make a slowing circle if someone shoot it. If enemies just shoot it and rush site instantly then what's the point of it? Remember, chamber has only 1 trap not like cypher or others. And it is quite visible for enemies to destroy.
  • @HighRiseReyz
    I used to main chamber aswell, and i still play him after all the nerfs. i think either giving him two trademarks (slows) again and increasing the range that u can be in for them would be a very welcome buff otherwise keeping the one trademark and having unlimited range on it seems fair imo. The ult... i dont know whenever i use it now i feel like its even slower than a regular op this might just be a placebo effect but its how i feel. perhaps making it so that the slow doesnt slow down chamber himself might be a nice addition to counter all the nerfs he's gotten. Right now i only play chamber on 1 map fracture, sometimes ill use him on Icebox aswell other than that i think there are much better sentinels for any of the other maps and using him "effectively" is a tall order in Comp since "teamwork" is barely a thing there even in my immortal games the amount of times people dont want to work together and just have the biggest ego "im the best imma do my own thing" mentality is insane
  • As a chamber main who has been playing him since march of 2022 i feel like this guy is still playable. I mean, you still can play agressive, but you have to be smart with it. The ult is basically a free op which you cant pick up, so why would you complain. Trip is fine, similar to the kj's one. And headhunter of course, still powerful in my opinion, feels amazing hitting a headshot and using a tp immidiatelly. The one thing that I would definitelly change is the time of the trip to arm from 4 seconds to 3 or maybe even 2,5 (kj's trip arms almost immidiatelly after putting it down, right?) and I would like them to make the time lower when you want to use the trip again. Killjoy has to wait like what, 20 seconds? (Chamber waits 30). Other than that chamber feels completely fine, i love him the way he is, true chamber mains remained after his nerf overall LMAO
  • @WDWiktor
    When chamber came out i didnt think anythink of it than thinking with these abilities you need sova to reveal his position to not get killed by suprise. But if you dont use any abilites against him its just a win for him, now its a bit easier to fight him but still the one tap from his headhunter is still dangerous.
  • i really like chambers design but i think a few changes need to be made before he can be viable again, my thoughts are once he picks up his trip it should be immediately available, if he picks up his rendezvous instead it's a 5 or 10 second cooldown instead of 30 if chamber is killed he should be able to keep his trip if he hadn't placed it down prior (similar to cypher) he should get his second trip back but i'm fine if this doesn't happen finally he should always spawn with at least one bullet for his headhunter (because of the saying "one in the chamber")
  • As chamber main, the nerf hit like a truck. I was asc when chamb was meta, rn im stuck at plat lol
  • Chamber can still be good if you know how to use it. You can make a site locked by yourself. An example is B Pearl. You can trip mid, play tube and put your tp in tube/site/screen and then peek again. Chamber is a better AWP'er than jett because you can put your tp's in diffirent places and be unpredictable. And then you just need at least decent to use all his util properly
  • @generalfo1135
    I think as a buff that makes him more sentinel like, the headhunter could have reduced bullets but revealed on hit with reduced damage. His traps range should be larger, his op is fine and his tp should have trap capabilities in case it's being camped